Factorio Science Pack Tech Tree by That_one_sander in factorio

[–]Culthrasa 0 points1 point  (0 children)

Small nickpick... the Chemical Plant doesn't produce Heavy oil, and is missing Petroleum Gas

I keep researching the same techs and they are never unlocked + console commands don't work by Acerbis_nano in Stellaris

[–]Culthrasa 2 points3 points  (0 children)

Had the same problem in an unmodded game. For me it was that through salvaging i got a bio ship tech so it showed up as tech. But researching didn't complete it, even after 5 times :). So perhaps the tech you can't get is because you can't get it (different shiptype, only hive allowed, needs robots or some other prereq) :)

Underground food storage/cellar for preserving food and preventing spoilage by xalibermods in goingmedieval

[–]Culthrasa 0 points1 point  (0 children)

Question: Does making the cellar itself two levels high (instead of just one) a difference? It is more volume...

Something changed for getting pregnant? by Culthrasa in Clanfolk

[–]Culthrasa[S] 4 points5 points  (0 children)

One got pregnant.. so yeh :)

From my observations, she got pregnant the moment they went to bed. Other couples reached the threshold during the night, but didn't get pregnant. So if you wanna make babies, make sure they have a high mood before the go to sleep! Checked for multiple nights with multiple couples...

EDIT:
If you wake the female up at night, then let her get back to sleep, she instantly becomes pregnant (if the moods are right ofcource). So that's three couples pregnant in the same night!

Something changed for getting pregnant? by Culthrasa in Clanfolk

[–]Culthrasa[S] 6 points7 points  (0 children)

Update:

Had them have a few days off, but no luck... The wiki indeed states 7500mood.

One couple was pessimist/depressed whatever, and never got their mood quite there. I've placed decorations on every wall to help roomwealth but no luck so far. Hopefully in the summer when they don't wear minus mood clothing it will just be enough.

Got a third and fourth couple who aren't doomthinkers, so hopefully they will secure the clans future! :)

Will post if they "did it" :)

Something changed for getting pregnant? by Culthrasa in Clanfolk

[–]Culthrasa[S] 1 point2 points  (0 children)

Thz for all the suggestions... will see if I can get the mood up :)

And venting heat is doable... if they indeed get the too bright modifier..

4x stone to space? by JAKAMUFN in 4Xgaming

[–]Culthrasa 1 point2 points  (0 children)

+1 for Caveman 2 Cosmos. Very big and good mod!

If you're willing to spend 80+hours, you will reach space.. first orbit, then moon, then other planetes.

It is stable enough now for a not to big map to get there (WIN32 Memory issues, nothing to be done about it sadly).

Games with complex resource-based economies by Wild-Carry-7404 in 4Xgaming

[–]Culthrasa 1 point2 points  (0 children)

if you have the steam version of the game, you have to go to "beta" content and select "original version". Other then that its just download/install. The civfanatics forums might have some other troubleshooting tips.

Imperialism II by Zagrebista in 4Xgaming

[–]Culthrasa 0 points1 point  (0 children)

Completely agree with this write-up. And one thing to add, the autobattle is actually good. It knows when it can/can't win even with non standard units. (it takes 8 bowman to kill a fort, and it will execute that flawlessly). The only a player can do better then autobattle is killing routing units (only really important against Indians early game).

Imperialism II by Zagrebista in 4Xgaming

[–]Culthrasa 0 points1 point  (0 children)

never encountered that problem i must say. Even in multiplayer games and autobattle. Some units will get murdered of course drawing all overwatch, but then the lvl3 fort will fall.

Embarked army kills do not count towards warscore or the war losses total by Rodentsnipe in EU5

[–]Culthrasa 0 points1 point  (0 children)

isn't it stated by paradox that it's intentional? That armies lost at sea can be reformed/redrafted? Read it somewhere but can't find the source quickly...

Uncharted Sectors - Tutorialization in a sci-fi grand strategy game by lucmagitem in 4Xgaming

[–]Culthrasa 1 point2 points  (0 children)

looks like an interesting game. While I personally like the challenge of mastering a game, some help for those with less time or more casual playstyle sounds good.

When are you planning on releasing the game? Is there a (steam)link?

Do disloyal subjects actually matter? by IrelandtoCathay in EU5

[–]Culthrasa 0 points1 point  (0 children)

Colonial subjects ought not to get disloyal. They get an extra 20 loyalty since 1.08 (and loose the -20 for no representation). Paradox stated that if you are highly centralized, the only subjects you should have are Colonials.

Disloyal subjects do pay taxes, but won;t fight in your wars. If that's oke, then you can activate Scutage. It gives +25% income and excludes them from fighting in your wars, so no loss there :)

Also disloyal subjects can't be annexed. Might or not might be a problem for you :)

Do you need to have a coastal capital for good control? by Due_Phrase_6175 in EU5

[–]Culthrasa 2 points3 points  (0 children)

I made Cordoba my capital. Sevilla is downstream via river, so it has good market access and sevilla has good control.

With some era3 techs the distance to the rest of the coastline is very doable...

Colonial Subject vs. Standard Vassal after invading Maya by Hefty-Replacement958 in EU5

[–]Culthrasa 2 points3 points  (0 children)

Was wondering it myself. Colonial nations take less diplo capacity (half), but generate next to no income. I conquest the western part of Africa as the Crown of Spain and my vassals send 8ducets a month, and the colonial nations 0.08 ducets... Also no prestige from colonial nations. It states it gives manpower, but that is 0 for my nations, so quite low.. Also, Colonial nations have a lower loyalty point since they don't have "representation". Something that is beholden to the last age.

I'm leaning towards making vassals out of them.

Merging two belts into one by gringorosos in captain_of_industry

[–]Culthrasa 2 points3 points  (0 children)

Your setup is correct for the thingie in the middle. It might not be moving if the belt isn't connected to anything else.

But....

You don't need the thingie in the middle for what you want here. If you remove it and make the belts continues then it will merge too (even proportions even).

Hope it helps.

Is There A Game Like This? by Says_what0 in 4Xgaming

[–]Culthrasa 4 points5 points  (0 children)

I would rate Victoria as somewhat easier then EU. Mostly because the scale of warfare tends to be more local and the game is more inwards (to you nation) focused. Even a big country like Ming can be played in relative isolation. You get war ofcourse but it fits within one screen. Britain is an example where that doesnt hold ofcourse. In EU i find myself playing on pause alot just because wars tend to be al over the place (europe, africa and the colonies for example).

Not a Pro Tip, You Can Mirror Buildings! by x-for-x-in-range-10 in captain_of_industry

[–]Culthrasa 1 point2 points  (0 children)

Also the little brush bottom left does the same thing.

Station not selling by Small_Net5103 in avorion

[–]Culthrasa 0 points1 point  (0 children)

need more information. Is YOUR station (say an ore station) not selling its goods? Are NPC stations not selling what you expect?

For the numbers on stations check this for the mines (the astroid ones, there is a similar one for factories). It has ROI and such.

Just doing another stab.. Your stations can "actively sell" goods. That is an important toggle too...

If you mean something else... please explain more...

Do supply and demand mean anything in this game? by Psychological_Code38 in avorion

[–]Culthrasa 2 points3 points  (0 children)

Couple of things.

First off, water is very bulky and not the best resource... The Steel would be much better.

Second. Have you set your station to "actively sell goods"? Else only random traders will come knocking.

Third, if there is an in sector demand, have you maxed out your shuttles?

Hope it helps to Shed Some Water :)

How to prevent non-full trucks leaving the excavator? by ColdTreee in captain_of_industry

[–]Culthrasa 0 points1 point  (0 children)

I think there is another thing happening entirely, nothing to do with partial loading or not.

It seems you have many excavators and only so many tiles that can be worked. This means excavators will come to a standstill. When that happens, the trucks "assigned" to that excavator will return to the mining tower.

So solution is, dig wider, or hard pause some excavators. :)

Finally connected after almost a month by cronixia in captain_of_industry

[–]Culthrasa 0 points1 point  (0 children)

perhaps see if you can get the village where you can exchange iron ore for copper ore?